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Personally, I hope we have some way to control Incarnate difficulty like we control ordinary difficulty, which would allow us to balance our speed of progression against our difficulty of progression. If, for instance, I want my game to be a bit easier but a bit slower, I kind of which that were possible. It's probably going to take something above and beyond the ordinary difficulty slider, but we'll see.
What I hope and pray DOESN'T happen is for all the Incarnate content to be scaled at 52 minimum even for players with no level shifts. Because that'll be the end of me. -
Protean, yesterday, fighting him solo. That ****** always gives me a hard time, if you'll pardon my language, and I really don't like fighting him since when I lose, it's a cheap-shot from his Power Syphon.
Well, yesterday was no different. I had him beat, he started his Power Syphon and I got greedy. I tried to off him mid-animation like I have before, but my Titan Weapon ran out of momentum and I got sapped mid-swing. I lost all my endurance, but he didn't heal to full. Turns out that's not a 100% heal. Who knew? Anyway, I ran down the elevators and rested, then fought him again, had him down to about a quarter health when he sapped me again, this time through a wall. See, his Power Syphon LOOKS like it gives you plenty of time, but if you're not out of range or out of line of sight at around the mid point, you're hit regardless. I ran back down the elevator and waited for my endurance to refill, but didn't rest. Came back, fought him down to half health, but I was running out of inspirations by that point, so he beat me down into the red and aimed his Power Syphon AGAIN. I dodged it by diving into the lifts. Lord knows how I timed it, but I didn't get sapped.
When I came back, I knew it was all or nothing. I was down to my one last green inspiration, and he'd killed me once before, I forget at which point, so I'd used Return to Battle, as well. I'd also already used Inner Inspiration, so it was one heal, plus one awaken and two break frees, which I didn't need, being Invulnerability. I rested back to full health and went down to fight Protean for the last time. He was back up to about 2/3 health.
I fought the guy pretty much down to the ground. He had about a couple of pixels of health and I was down into the deep red. I was literally one punch from death. I could have run, but without inspirations and with no Rest for another two minutes, that would have been pointless, so I stood my ground Protean missed twice, though, which was just enough time for me to whittle his health down to nothing. And just as he went down, he hit me with something, I forget what. Bone Smasher, I think. Point is, he went down, and I toppled over on top of him. Only I had an Awaken left, and he didn't. So I awakened, but I saved my break frees, so I had to wait for the stun to wear off. I put my shields back on, finished that one Column soldier that Protean spawns with in two or three hits without taking any damage whatsoever and went on to try and save my double, obviously failing to arrive in time.
That, to me, was an epic fight. It's not so much that it was hard - Silver Mantis is harder by far. Plus, I didn't need 20 other people and a soup of effects to get it. What made this fight epic is that when it came down to the wire and I had to make that "fight or flight" decision, I chose to stand my ground, and I succeeded. It could not have been closer. We literally ended up in a double pin, only I got up. He didn't. That's a fight to remember, and I doubt I'll have another one like it soon, mostly because I messed up so many times that time. -
Personally, that's kind of what I expected Celestial Wings to be. What we got isn't at all "bad," but it's also not in the slightest "solid." It seems to me that every time we ask for "energy wings," the art team seems to interpret that as "aura wings," which in turn parses as "wings made out entirely of visual effects and no 3D geometry." Sure, that's one way to parse it, but I'd actually want to see energy wings made out of a solid 3D model that glows AND THEN maybe having an aura on top of that, kind of like how the fire whip is from Demon Summoning.
The other problem is that so many of the visual effects we get are transparent, and the only way to make them solid is to make them pure white. Personally, I'd like to see solid BLUE energy wings, but that can't happen as long as spirtes are as transparent as we have them now. -
Quote:Yes, yes, I know, but your nit-pick isn't really a nit-pick. In most people, even over-muscled ones, their butt crack only goes up to the waist, which is fairly smooth, and the spine ridge only starts up at above there. The way Atlas is drawn up in the new statue, it looks like if you took away his belt, he'd have a trench from the bottom of his neck right down to the butt, and that's just weird-looking. Even if we assume the guy had a big butt, his butt cheeks would more stick out than tuck in under his belt.That's his spine going up to his neck, just so you know. When you've got serious musculature (which Atlas had) and you're carrying something behind your back like that, your back muscles bunch up. And since there are no muscles over the spine, you get a "valley" running down your spine.
The only nitpicking I could do with that would be to smooth out the base around the tailbone, creating less of a "valley".
Because right now, either Atlas' crack goes all the way up his back, or otherwise he buckles his belt across his butt cheeks. Neither proposition is very good.
That's something else I noticed. The old statue looked like it was kneeling down under the weight of the world, yes, but his footing looked much more secure and firmer. What he has now, though not "bad," strictly speaking, just doesn't look like a person carrying a heavy object. He's essentially on his top-toes, and I don't see why he'd do that. -
Quote:I get that they're of a higher difficulty, but I'm not sure I understand how they're of a SIGNIFICANTLY higher difficulty. Could you explain this to me? And I mean that as a genuine question, not a trap. I get that the Honoree is a tough EB, but then so is Miss Liberty and Silver Mantis and Lord Recluse with his zillions of boss spanws. I get that Trapdoor is a gimmick fight, but then so is Castillo and the Cooling titan, and so is Protean. It's harder, yes, but is it really by this much? Why? Hell, I'd say the "zillions of Ghouls" mission in Praetoria is much harder, and the one from Sister Airlia where four Longbow ambushes, including a Ballista, all spawn on top of you at the same time, and you only have to lose Ghost Widow who shows up there as a fragile EB.But as I said, that's just me. Trapdoor and the last mission are significantly higher in difficulty than the average standard content. So anything that doesn't breeze through standard content will have an even higher difficulty with Ramiel. That's probably intentional: I would suspect that, setting aside the discussion of gameplay tricks like Trapdoor's bifurcation, the solo incarnate path will likely be something between standard content and Ramiel, with Ramiel's difficulty being at or near the upper end of what's likely.
And again - if the solo Incarnate difficulty were as hard as Ramiel, I wouldn't have a problem with it. Ramiel's base missions are about stock, the enemies aren't that bad, and it's the occasional fights with named enemies where the difficulty really spikes. And, really... That's how it should be. I've always wanted most of a mission to be fairly easy to build up both confidence and ego, only to end in a hard fight that contrasts the rest of the content so as to make it seem more serious. Eventually winning that fight is, then, that much more satisfying because it was a "harder" fight, but still successful. -
Quote:No, not this one. This is Xanta, my giant green swordswoman. I'll try to get a "modded" screenshot of her with the muscular skin on when I figure out which client on what machine had that. The one you're thinking of - my "literal cow girl" is Mary-Beth, my biker cow. She's only a Mace Brute, but her mace is quite big. I'll think about making her Titan Weapons, but not quite yet.Btw. I remember you were doing a cow char, is this the one? Because I got that image of a cow wielding a giant something in my head

Croatora's maps are annoying to me because they're essentially fields. It's very hard to break them down into sections, and trying to tackle a huge map all at once is so daunting as to be unfun. I usually try to break them down by terrain features, like "I will take this hill from where it starts to where it clips with the next hill." or "This section between the lake shore and the line between those boulders and then from that wooded area to the continuation of this cliff is one section. I'll handle that first." It's not as comfortable, however.Quote:I like sweeping the outdoor maps too. It's rare that I don't clear one. Maybe Ghost Falcon's mission if I'm on a character with knockback, or the outdoor Croatoa map with all the hills (melee + hills + flying witches = I start to get testy...).
That one actually splits itself. You have three hills in an L formation, so each hill is its own "block," plus the fourth quarter in the L is another block. Then you have the block that's between the line of where you start to the hills straight ahead and the war wall to the right and the hills ahead and the blue wall behind, one block at the beach near the hills, one block for the offset island and one more for "everything else." I have that one down pretty wellQuote:The Perez map I typically go forward, then sweep in a clockwise arc, then clean up in the forest last. The map with the island in the NW (Talos?) I will usually head north until I hit the top of the map, head west until I'm past the rock formation, then head back south, then make one more pass up the coast. I'll then clear the island.
It's just a lot of open ground, though, which is a bit of a pain for combat.
Of course. As I said, the mole points concept is a good idea. In fact, you know what I'd like to see? A Task Force that's not split up into multiple missions, but is actually one giant instance pretty much the size of a separate zone. In fact, I wouldn't mind it if a TF was essentially an instance of an entire zone, with many objectives popping up around it as we accomplished them. Like, say, an instance of the Abandoned Sewer Network, where you had to reach various places to do various things in them. Or like an instance such as I described before that's a linear series of different tilesets.Quote:What would really be needed for really long missions is the ability to save part way through. Crashing and losing all prgress when you are almost done would be very annoying, as would just not having time to complete one. In effect, thats basically what Task Forces are.
If you die, you go back to the start, but you can always warp back to the latest "mole point." If such a mission worked like an Ouro TF or an SSA - which is to say it's a one-man doable TF - then this instance could persist beyond play sessions even for a single player, thus saving progress. While the instance itself may reset and thus repopulate with enemies, you would always be able to go back to your latest objective and your latest mole point. I'd LOVE that.
That's easy enough, actually, if you pick your objectives right. A large map with a single objective in it is just begging to be stealthed, but a large map with many objectives scattered throughout it just has to be taken one step at a time. Or if scattered objectives seems too chaotic, then the map could be populated by chained objectives, where players have to go from one to the other to the next and so forth. One of the reasons people stealth missions is because most only have one objective at the end and everything before that is seen as an obstacle. But pepper objectives all throughout, link them in a chain and slap a defeat-counter before each one shows up similar to the "Defeat 300 Spartans!" one in the ITF, and you have a mechanism that has to be played out step by step without physically blocking people's movement powers.Quote:The other very important thing is for making something like this: You can't turn travel powers or stealth off. They are intrinsic parts of the character, so no saying "Sorry, Invisible Woman, being invisible makes this too easy so you can't use your powers here"
The Hive is a very beautiful zone, actually. I went there once a long time ago, just to see what the zone looked like, but it's so hard to get around. Everything is a Monster and everything that isn't is a souped-up Swarm that's all over the place. These things hounded me the entire time until I just dove into the Hamidon jello for an instakill to get away from them. The zone is pretty cool, though. It's pretty unique and not just a veritable copy of another like Dark Astoria without the fog is.Quote:Now that I see this thread, I remember a day or two ago after I managed to participate in my first Hamidon raid (in two and half years since I started!) and afterwards when everybody left, I stuck around and did some exploring, even literally [Walk]ed my way back through Eden to the Gate before warping to Ouro to log out.
I never realised the Hive was it's own zone, I didn't know there was an abandoned factory behind right in the far corner of the hive. I was amazingly amused at the Devouring-Earth ruined hazard zone gate between Eden and the Hive. And when I walked through the Hive-area in Eden I didn't know there was a whole hidden abandoned neighbourhood of buildings and debris that almost looked lived in when it was night-time.
I actually really like the Hazard and Trial zones we have in the game. Terra Volta has been one of my long-time favourites. Yeah, it's kind of pointless and yeah, it's kind of wasted space, but you know what? It's pretty BECAUSE it's such wasted space. It's a huge, sprawling industrial complex that still takes my breath away to this day. City of Villains brought us an economy of small things, where everything is miniature and crammed in the same map as everything else to the point where there's little reason to explore. When every part of the map is a monolithic whole, you can pretty much see what it's about from the air high above. Something like Terra Volta, on the other hand, pretty much is a few square miles of industrial complex, so what's actually happening at ground level becomes more important. I would personally love to see a TF in an instance of Terra Volta where we had 20 or 30 different objectives in different parts of the map.
Maybe that's just me having played a sandbox game lately, and maybe City of Heroes really isn't shooting for a sandbox type of game despite having an overworld, but I honestly do miss the act of getting places being meaningful, and I do miss the time when places were big and monolithic. Having five different zones crammed together into the same island is just... It feels like the developers were saving space more than it feels like a realistic city, and that takes me out of the experience.
Heh, why not?Quote:Oh yeah more of the Perez Park Wood maze style map. This actually frightened me back in the days.
So long as that comes with an actual map that shows the actual paths through the trees, I'd be all for it. Have a new tileset that's ALL paths through the trees with no clearings or open air spaces. In fact, I'd go the extra mile and do it like Eden, where the forest has engulfed a city, so you occasionally run into buildings smack-dab in the middle of the forest, or you see pieces of intersections with traffic lights still attached, or city vehicles buried in the undergrowth. That could make for a really cool tileset.
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Quote:While I agree with this, the reverse of this is equally untrue. You can't have a good story in a very inconsistent world. To a great extent, a good story involves its audience, brings them into its world, allows them to understand this world and even invites them to speculate on how the story might unfold. You can't do that in a world where ret-con is the first law of reality. You can't engage your audience if you make it clear to them that nothing matters. At that point, it's no longer a story so much watching the Mystify screen saver. To quote spy dogs: "Things are happening in places all over the world." Things happen, but we have no reason to care, because the author doesn't care enough to not wipe these things out of existence in the next chapter.I don't agree that good story telling requires an entirely consistent world.
A good story does not need to start with a previously prepared whole world. It can very much build the world around the main narrative. That's fine. But it has to build a world which is at least consistent with itself, and consistent in at least the elements that concern the main plot. Otherwise, you get "The Hamidon is a what what of what?!?" -
I imagine it still will be. A level 42 boss is +2 to a level 40 character and cons +2 on top of that, which makes him purple. I imagine if the Trial featured minions and lieutenants then those wouldn't be, but in the six or so times I've run it, I've never seen a single minion and I've only seen a handful of lieutenants. The entire Trial is almost nothing bug bosses.
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Quote:I actually think they made the right call with Siege. On Primal Earth, he's just a buff-looking robot which is - to be frank - very boring. On Praetorian Earth, he has shed his old body and is instead using one of the new battle mech bodies - those of the War Walkers. If you were a warmongering machine and had the choice of any body, would you not pick the biggest, heaviest and most heavily-armed? I'd become an aircraft carrier, personallyok, so Nightstar makes some sense then. Still, i dont think Siege needs to be so ginormous if he's going to be standing in a building talking to mother mayhem, and opposite NS only reminds me that females must be sexy and males can be whatever they want to be BUT sexy.

I can see how the difference between Nightstar and Siege might look bad on the surface, but it seems to me that Nightstar primarily went for style while Siege primarily went for power. Could Nightstar have gotten War Works body, too? Yeah, but that would have made them clones. Could Nightstar have gotten a War Works body INSTEAD? Probably, but Siege's original model from Primal Earth is singularly uninspired, so he's the better candidate for a new body. Besides, Night Star is insane and believes the full moon on that one particular alternate Earth gives her powers, so it makes sense she'd go for style. I just have to wonder why she has blades on her arms. -
Mind you, I wouldn't mind being able to summon my own characters as NPCs, just for the sake of seeing them in the same place. Many of them were supposed to have relationships with each other, but that's hard to show when only one can be on-screen at a time
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Quote:That's actually an approach I'd love if they used. They have half of it right - the Trial AVs are powered up, so it's explicitly unfair against the players. That's fine, but you have to give us opportunities to fight their unpowered selves so that we can get a sense of how lost they are without their benefaction.I would not mind half as much if they also gave us opportunities to face the same characters as Elite Bosses. So that when we face them on iTrials and TFs there is some story reason (access to the reactors or whatever) why they require so many to take down. I still think the AV to EB change was one of the most inspired additions to this game and has allowed me to single handedly (footedly?) kick the butt of almost all the signature villains and quite a few of the signature heroes too.
I want to face Tyrant is single combat, hero to villain, and defeat him utterly. Then he can skulk back to wherever, and power up for the incarnate trial show down. Such events are comic book A B Cs as far as I am concerned
To bring up wrestling, that's a very basic "good guy bad guy" storyline. The bad guys cheat, and they win by cheating. They run away when they're outmatched, they strike when the good guys are the weakest and they have help. But when you bring them down to a fair fight at the pay-per-view, they lose, because the bad guys can't win in a fair fight. You put over the good guys by showing them as being strong, but still manage to build tension by denying them the fair fight in which their strength could win the day.
Now, granted, we do get to fight all the Praetorian EBs in Maria Jenkins' arc, but in the game's timeline, all this happens "before" we become Incarnates. At no point in the actual Incarnate storyline do we get to take them on without divine intervention powering them up.
Why not, for instance, have a run-of-the-mill AV Marauder show up in the middle of a Trial that his souped-up version isn't part of? He could come in, try to make a difference, get beat up and teleport away. Once he's rested up, he shows up again and gets beaten up again. Say, like the Admiral Stutter TF where when you beat Praetorian Duray, clones of him keep coming in to replace him. Sure, it's still a raid, but at least it shows us that... Hey, without his bid daddy, that guy isn't so scary! -
Quite well, actually. Battle Axe is not too dissimilar from Broadsword in terms of base damage, save for two powers - it swaps Parry for a much stronger single-target attack and it swaps Slice for a much stronger, bigger cone. Beyond that, base numbers are similar. You have:
Beheader/Slash: 1.0 scale damage
Hack/Chop: 1.64
Whirling Sword/Whirling Axe: 1.0
Disembowel: 1.9 / Gash 1.96
Head Splitter: 2.6 / Cleave 2.76
Then Battle Axe also has:
Swoop: 2.28
Pendulum: 1.9
In terms of single-target damage, Battle Axe and Titan Weapons are not too far apart, honestly. Crushing Blow is about on par with Gash and Follow Through is about on par with Swoop, though Follow Through being momentum-locked makes is slightly faster-recharging and cheaper, but on that front the sets are well-matched.
Sadly, Battle Axe has no answer for Rend Armour at 3.12 scale single target damage, as Swoop actually IS the set's largest single-target attack at 1.96. However, Cleave is balanced like a single-target attack, but even if we count that, it's not close enough at 2.76.
The reason I'm reluctant to bring up Cleave is I'd sooner compare it to Arc of Destruction, which is a large cone at 2.596. It's not quite as damaging, but it's many times bigger in terms of cone range.
Initially, I was going to say that Battle Axe wins in the AoE department, as its Pendulum is a very large, very heavy cone. That was because I wanted to compare it to Titan Sweep or Whirling Smash, but Arc of Destruction is what it most closely resembles. Pendulum has a cone range of 7 feet with a 180 degree arc, or around 80 square feet, at a damage scale of 1.9, which is not bad at all. Thing is, Arc of Destruction is a 10-foot, 120 degree cone, or around 105 square feet, at a damage scale of 2.596. Hell, even if I were generous and compared it, instead, with Titan Sweep, that still has a larger area of 105 square feet and a 1.429 scale damage. Granted, that's quite a bit lower, but it's a T3 attack you can take at level 2.
Lastly, I think we can pair up Whirling Smash at 1.15 with Whirling Axe at 1.0, but Whirling Smash wins. It's a bigger AoE with slightly more damage. I guess that's to be expected since the power is Momentum-locked, but it's just one more thing.
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Now, obviously, the two sets aren't the same and can't be compared on a power-to-power basis. Titan Weapons is an AoE set, so it's obvious it would win out in AoE. What I'm surprised by, however, is just how strong it is in single target, too. Yes, it has fewer attacks, but this is the only set I've ever seen that combines both such powerful single target AND such powerful AoE. I'm just about convinced that Arc of Destruction may well be the most powerful AoE attack available to a melee character short of Incarnate powers.
People always bring up Foot Stomp, but you know what Foot Stomp is? It's a 1.42 scale damage AoE. Yeah, it has a long range and a 10-target cap, but Whirling Smash comes close, and Arc of Destruction is just... Wow. It's a ~2.6 scale very large cone. Again, that's Head Splitter at over six times the cone range.
And single target? While the set doesn't go quite as far as to drop in a Knockout Blow, it comes pretty damn close. Knockout Blow is a scale 3.56 damage attack, and Rend Armour goes up to 3.212 scale. Again, it's not quite Knockout Blow, not by quite a bit, but it's close enough to be meaningful in a set with such huge AoE otherwise.
Battle Axe seems about on par. It doesn't have quite as much shock damage in either single target or AoE, but it's still a solid set without a single weak attack that can just keep on swinging. But I'm just concerned about it and Broadsword because they seem to be outclassed, somewhat.
See, originally, Scrapper sets were given overall lower damage mods, capping at around 2.5, give or take a few tenths, plus fairly limited AoE. Tanker sets, by contrast, were given both large AoE powers AND huge shock damage powers. Stone Melee gets Disembowel at level 2 in the form of Heavy Mallet AND gets a 3.56 scale damage attack in Seismic Smash at level 18 (I think) AND still gets a large, if not very poweful AoE AND gets an AoE control power in Fault.
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I really don't mind Titan Weapons as it's balanced and I don't want to see it nerfed. Far from it. I'm just saying that this is the first time I've seen a set's gimmick allow a set to be this powerful, where gimmicks in the past have almost universally kneecapped the sets they're in and made them have to work harder just to break even. Dual Pistols is a great example. Without Swap Ammo, this set is garbage, and it's balanced to be garbage, because Swap Ammo is seen to be such a huge advantage to the set that it's supposed to make up for it.
Titan Weapons is the reverse. Were this set launched without Momentum and with Follow Through and Whirling Smash rebalanced to match, it would be about average, probably on par with and even a bit lower than Battle Axe. But WITH Momentum, this average set becomes great. That, to me, is a gimmick done right. When the gimmick adds more to an already solid set, rather than forcing the set to be launched gimped with the promise that the gimmick will make it at least average, that's a gimmick done right.
It seems to me that both Titan Weapons and Street Justice strike pretty much the right balance in both gameplay complexity and numbers. I find both sets to be incredibly powerful, yet many still see them as under-performing. That in itself suggests they're just right. -
Quote:The reason I see it as a lack of creativity has to do with what I see "creativity" itself as. A creative person is someone who takes parts and tools provided, but creates something new and unique which goes beyond what the creators of the tools and parts envisioned, even if just a little bit. If you literally take exactly what the creators have envisioned and use it exactly as they have envisioned it being used, you are not creative, because you are not creating anything. You are simply using someone else's work wholesale.You know, Im surpised people consider it poor taste to use a whole costume set, and as Sam put it "lack of creativity" when maybe that's what they've envisioned fromt he start.
This is the difference between character CREATION as we have here and character SELECTION as in a game like Diablo or Dungeon Fighter or Rusty Hearts. There's nothing inherently wrong with selecting a costume someone else made if that's what you want, but I personally see it as uncreative, because it's not, strictly speaking, "your" costume. It's someone else's costume you're borrowing. Someone had to show creativity to make it and put it together, yes, but it simply wasn't you. If you're not interested in creativity or leaving your own mark on your game, then that's fine. To each his own.
However - and this is where my bias comes in - I really have no interest in reusing other people's work. Even when I blatantly rip people off, I still try to inject enough of my own spin on it to make it distinct enough to be my own. I can't feel like I "own" a character if someone else made it for me. The only way I can feel like a character is truly my own is to customize this character in a way that other people won't be likely to replicate at complete random.
That's why costume sets bug me - because I'm never, ever going to use an entire set of anything. I will always try to mix and match between sets, and the easier this is to do, the better I'll like it. -
Personally, I don't like the new Atlas. His butt crack goes all the way up to his neck, and his boots just seem out of place. Most of the rest of his is wearing smooth tights or is actually topless, yet these boots have over-detailed soles that stick out from the actual boot. That, and his feet seem way too long, like he's wearing clown shoes. I like the fingers, though.
Sadly, while the globe IS more rounded, its texture is still misaligned at the top where the exploration badge is. -
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Quote:Well, I wouldn't want to go as far as corpse runsI think what we (at least me) actually miss is a Dungeon, like back in the days Everquest Dungeons were. You had to plan ahead because it took a while to get there and then you had to fight your way down there maybe to a specific spot or enemy. You even had to do corpse runs when you died (not sure I want that though).
But for all the convenience City of Heroes has over a classic MMO, I'd still like to see at least one or two dungeon crawls done proper. The Eden Trial is a good start, I suppose, but I'd like more of that, and not timed (and not a Trial
), preferably. A few existing missions work like dungeon crawls, actually, but again - I'd like to see more. I'd especially like to see a dungeon crawl that took me through several kinds of terrain.
Saw we start in an office building where something is happening, and it turns out there's a hole leading into a network of caves. When we clear the caves, they descend down into an old sewer system. That sewer system descends into an old crypt, which then descends into an old abandoned mine, and we eventually end up at an uncharted section of Oranbega. That could make for a huge map, yes, but I'd play it.
Actually, one of my favourite missions is the CoV one where we fight Lilithu with a ghost trap on hand. It's a fairly large Oranbega instance with a prison on the far side which forces you to walk out instead of just hitting Exit. One time I played it, I beat Lilithu who was right at the entrance, but her cronies took me down and I spawned in the prison deep inside. The rest of my missions was me fighting my way back out to the surface. I died a few times, but all that did was send me back to the prison which I controlled. I had fun, at least
I agree. That's a really cool map just because there's so much there to clear, but it's still an orderly location. I actually like all of the large outdoor city and industrial maps. Anything I can split down into separate blocks and tackle in an orderly fashion excites me. It's the nature outdoor maps which I actually hate because there's no good way to segment them down into smaller sections.Quote:Speaking of which, I think I am the only person that likes the HUGE map with a tower in the middle that is filled with clockworks. It gives me that nice feeling of accomplishment when I clear it.
Sure! Shoot me a global friends request at @Samuel Tow and we canQuote:And Samuel, since we are bloth playing on Victory I would be happily group with you and explore the abandoned sewers or the Shadow Shard doing some of Hammonds missions.
I just need to get my Titan Weapons Brute up to Abandoned Sewers level.
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Quote:That's where I stand. I hate being the reason a task fails, and that's not so much out of some sense of altruism that I don't want to impede people's fun. Much more selfishly, when I'm the reason a task fails, I leave feeling like crap. Even when it's unavoidable, like I just didn't have enough level shifts or something, I still leave feeling like I was worthless and the team would have been better off without me. And that's not the kind of feeling a game should inspire.Well, here's a sentence I wasn't expecting to write today: I agree with J_B.
More importantly, though, I do not like to make strangers fail through my actions. I haven't run UG more than once, and I haven't run anything past UG and don't intend to, because I have no interest in any situation where I can cause problems for others by not doing the right thing. I have no problem with difficulty, and I have no problem with consequences for myself if I do not do the right thing. But I'm not going to put the time and effort of 23 other people at risk. I don't need that kind of stress in my pretendy fun time game. I'll be soloing to Incarnate.
Bad Influence mentions "fun," and that's an important point to remember. I've often brought up the key problem I see with Incarnate content - it makes us overall seem weaker than before we became Incarnates - and yet people tell me that this is just because our threats are now all the bigger. While that may be logical, it doesn't make it fun. Being more powerful is not expressed through seeing bigger numbers in your character sheet, it's expressed by what you can do, and when an Incarnate in his own content can do far less and need far more help than I can in mine, then Incarnates in general feel like they've become weaker.
Frankly, I feel that the raid mentality is exactly the opposite of what Incarnates should have represented. At its core, City of Heroes is an empowerment fantasy. We take on hordes of goons, we fight giant monsters and look good doing it. Throughout the game, though we may fight tougher enemies, we always get tangibly stronger and more confident in our abilities. Then all of a sudden we're gnats before the might of god-modding NPCs. The raid mentality and the balance point it brings is why Incarnates feel like a step DOWN the ladder. -
You know what? I rerolled a level 50 Boradsword character to remake her as Titan Weapons, so it feels like that might be a good comparison. And a comparison I want to make, because when I looked at the Titan Weapons numbers - the scale damage numbers - I was a big... Schocked, for lack of a better word.
Let's start with Defensive Sweep. That's scale 0.729, which isn't a lot, but it's not very little, either. Your typical "light" damage attack is scale 0.64, so this is stronger AND it has the recharge and cost of a small attack. Not quite, but close.
Crushing Blow is what surprised me first. That's scale 1.804. These are Disembowel numbers, even if Disembowel itself is at 1.9. I get Disembowel at level 1 with Titan weapons.
Then there's Titan Sweep. That's scale 1.429, and listed as "heavy," which it is. A typical heavy attack - like Broadsword's Hack - is 1.64, so close. Whirling Sword is 1.0 and Slice is 1.23, so I get a stronger Slice with more range.
Then there's Follow Through at 2.156. That's above Disembowel levels and reaching for Head Splitter levels, and I get that at level what? 8? Yikes! Hell, Follow Through is about on the same level of damage as Power Burst.
Then there's Rend Armour at 3.212. Broadsword doesn't have anything even remotely close. The biggest single attack Broadsword has access to is Head Splitter at 2.6. Rend Armour is a stone's throw away from Total Focus damage.
Then there's Whirling Smash. At 1.15 scale damage, it's not that much, but it's still more than Whirling Sword AND has about double the range - 15 for Whirling Smash to 7 or 8 for Whirling Sword.
Finally, there's Arc of Destruction at 2.596, which is almost identical to Head Splitter, only with a much larger area of coverage. Head Splitter is at 2.6 scale damage with a 10-foot, 19-degree cone while Arc of Destruction is almost the same damage with a 10-foot, 120 degree arc.
Honestly, these numbers scare me a little bit. I'm not sure how these numbers are could be set so high, but I guess momentum as a balancing mechanic is the reason, especially given Synapse's feedback in Beta. I think this may well be the first time that a gimmick has vastly improved a set, or at most the second time, if we count Street Justice. I remember sets like Dual Pistols and Shield Defence who had to pay a price for their gimmick, and yet Titan Weapons seems to have benefited a great deal for its.
And it's not "just numbers," either. I've been playing this set on Live and I played it on Beta, and it's pretty much the strongest a character of mine has ever been put over, or if it isn't the strongest I haven't seen that in years. Single-target damage, which I was initially worried about, is no problem. The set has such huge single-target burst I have trouble transcribing it, plus Defensive Sweep is cheap enough to use as single target to fill in an attack chain. AoE is even better, and I don't even have Arc of Destruction yet. With Momentum, this set can deliver a LOT of AoE damage, and with those huge cones, doing so has never been easy. Sure, it's still hard-locked by the 5-target limit, but I can't imagine how broken this set would be without that limit. It's amazing even with it.
I'm starting to worry it's making the rest of the melee sets look bad. -
I think MOO has a point when he talks about "accessibility," because that's what's keeping me, personally, away from them. Anything which requires this many people and this much organisation is not accessible, even if you just wait for one to happen and scoop you up. I simply happen to have very little patience for any of this, and much prefer to be able to sit down and play as soon as I log in, as opposed to hoping that whatever I feel like doing has other people wanting to do it at the exact same time.
A time commitment is one thing, but at least in most conventional content, that time's spent playing the game, not waiting for your team loading bar to fill up. -
Quote:I have and I do, actually. A mention of it should be buried somewhere in my walls of textHeck, you could "kinda sorta" fudge your way to Traversal Missions through the Sewers/Abandoned Sewers by setting up a Mission that requires you to Enter the Sewers from a specific Zone Door, and then exit from that Sewer Map through a different specific Zone Door ... without leaving the Zone/Map. That means no shortcuts (by any other name) since you have to literally traverse the map to complete the objective. The "excuse" that you'd need to use for this need be nothing more than a "surprise attack" from within the Sewers on a location just outside them.
For the sake of specificity, though, I want to address a particular anecdote.
Quite a while ago, Zamuel recruited me for an Abandoned Sewer Trial. We formed a team of 8, won the Trial with plenty of time to spare and everyone Ouro-ported back to the city. Everyone, except for myself and Zamuel. I posed a suggestion along the lines of "Hey, do you want to actually walk out? Say out of the Boomtown gate?" Zam agreed, so we spent I think the next hour fighting our way through an incalculable number of Circle of Thorns and Rikti, slowly tracking back up to the surface. We both levelled up and we had a blast. I personally enjoyed the trek up more so than the Trial itself. We came damn close to losing it quite a few times, since we did die from time to time, and at times ran out of Awaken inspirations (that was before Return to Battle), but we did manage to make it all the way to Boomtown under our own steam.
I forget what level we were at the time, but I want to say 38 or 39, at least to start with, and the sewers spawn stuff from 36 all the way to 41 or 42, so it was a hectic experience where one fight might be a walk in the park and a chance to restock on inspirations while the next one might toss four purple-con Death Mages at us at the same time. Because it's outdoors, enemies respawn and their levels are unpredictable, which really did a lot to try and ruin the experience, but we had fun even despite that. I'd like to do it again some time, but you try suggesting that some time and see how it goes
Basically, yes - a sewer trek is more or less what I mean. However, I want something that's at least a tad more controlled in terms of spawn difficulty and something that goes through more environments. Yes, we had fun going from the Hydra chamber to the Boomtown gate, but I think both of us were sick of sewers by that point. Going through the odd cave or underground base or some such would have improved the experience significantly. Making this an actually supported activity would be an improvement, as well. -
I've never used a full set of anything on any character. I consider that to be incredibly poor taste and a sign of disregard for creativity. What the art team create is their vision of aesthetics, but to make something truly my own, I need to deviate from their packages and build characters on my own, such that another person won't end up with practically the same costume just picking a full set out of a drop-down menu.
I've bought every set released for the game so far (except the CoT, getting "minion clothes" is not sufficient), but I've never got these for the set. When I bought the GvE pack, I wanted the justice Boots and Gloves and the Sinister pattern. When I bought the Wedding pack, I wanted tux. When I bought the Magic pack, I wanted the high-collar cape and the Bolero. When I bought the Martial Arts pack, I wanted the Shredder head details. When I got the Valkyrie pack (Mac Edition, actually), all I wanted out of that was the Valkyrie boots and shoulders. When I got the Science pack, all I wanted was the goggles and gas masks. Cyborg I got specifically for the legs and arms. Halloween I got only and solely for the Think Tank, and Gunslinger I mostly got for jacket and the Sailor Moon bow.
I buy sets because I want "everything," but I never actually want full sets. I want specific items from those sets. In fact, the way David talks, it seems to me like costume sets are more of a limiting factor than anything else. They can't JUST have a space suit bubble helmet, they have to have a whole retro 50's sci fi set. They can't have JUST a loincloth, they have to have a whole Barbarian or Jungle set. They can't have cool stuff unless they can make a whole set of it... And I don't want a whole set of it. I want just that one thing.
For instance, I want "titanic arms," which is to say large, muscular human arms in the Robotic Arms category. I don't need an entire "Bodybuilder" set that comes with training tights, bandanas, rolled-up socks and oiled-up skin textures. JUST the arms will be enough.
So, yes, I'd rather have pieces than sets. I'd always rather have pieces than sets. -
Quote:I feel the Shadow Shard is by FAR the game's biggest wasted opportunity. It has an amazing storyline in there that's been begging to be explored for the last seven years, and while that might happen in the future, I don't see it being any time soon. Beyond that, the place is simply breathtaking. It just goes to show that you don't need DX11 graphics to make something beautiful when you have artists who have skill and vision. It's also the game's ONLY place that ever feels truly remote, both because it's so bizarre in its appearance and because you can go four zones in and four zones away from habitation.I do think the Shadow Shard was probably set up with this in mind. Rather than making travel incidental, it was part of the challenge of the set of zones. You had to get across it rather than starting in one place, clicking a tram/portal, and winding up in another. I like that idea as an alternative but found the Shard frustrating (I hated trying to use a gravity well only to jump wrong, fall, and have to start over again).
I feel that the cop-out teleporters were essentially the tombstone atop the grave that that place had become at the time. We wanted something more made of the Shard and complained it was too hard to move around in, so they slapped there teleporters to take us to the various zones and called it a day, when that was never the intent. The Mole Points are one of the game's best ideas - you need to move forward and away from your comfort zone to reach them BEFORE you can use them, and at best they're a cave of huddled survivors amid a world that's too dangerous for them to get out into.
I really want to see something happen to the Shadow Shard, and I hope that something ISN'T meteorites falling on it and destroying three of the four zones while putting the Chantry and the Storm Palace next to each other. -
Quote:That doesn't make sense, actually. How are they not specific enough? Isn't that the point? They're tuned to each AT, that's specific enough in my book. Epics give you the choice of either extending your own powers theme, or otherwise breaking into a wholly new theme besides the ones you have. Say, an Ice/Fire/Earth Tanker.I think they're either too specific or not specific enough, if that makes any sense. Having APPs that are more thematic could add a lot of fun flavor, IMHO!
What you've suggested is several new Epics, plus a rebranding of Flame/Pyre Mastery. -
Quote:That's not a bad idea, actually, and it's pretty much the most we can do with the tools we're given. I think the problem with City of Heroes is it's designed to use random maps every time, so we're never really "connected" to the location where an event is taking place... But our maps aren't actually random. It's been my experience that each tileset has at most 30 or 40 maps hand-made for it, and when you run missions from the same tileset for seven years, you simply begin to learn the maps by heart.I, personally, like map interaction too but more in a personal/intimate sense. That is, I like exploring around and finding things that aren't essential and can be skipped but if you are (or more likely, your character) is perceptive/knowledgeable/lucky enough to find these things, it will enrich your character or the story in certain ways.
Like, for example, the AE arc I made (lol I don't think anyone's played it yet since I made it way back when AE was introduced...probably broken now), you can go through the missions, fight the boss, fight the other boss, kill the clones, break the seal and turn the tables on the little brat...but you can also search for clues which will fill in non-essential information but can progress the story sideways along with forward.
I think back to the original Diablo and how much stupid fun its random maps were. A lot of the time they were bizarre and inexplicable, like two feet of disembodied wall in the middle of a large chamber, with a door through it, or a very long, straight corridor that led to absolutely nothing at all (though sometimes it had a chest at the end). It's kind of like that old Wrestlemania Arcade/PC which was so bugged as to be almost unpredictable, and that made it funny. It's that sense of "I wonder what's coming next?" That City of Heroes is built to invoke, but completely fails to do so because none of it is ever random.
And also, it just bugs me that in every map and every location, terrain simply doesn't matter. If there's a high ledge, we can fly to it. If there's a building in the way, we can jump over it. If there's a deep pit, we can teleport across it. It's to the point where people who take Super Speed for concept transform into prima donnas who feel hurt that the city should bend to their will and grant them ramps to everywhere they want to go. Sometimes I wish we were forced to take the stairs or the bridge or the long way around, just so it feels like terrain matters. Because for all the game cares, the whole thing might as well be taking place in Aperture Labs.
I'm sorry. You can keep it if you want. I don't mind
That's been my impression of the playerbase at large, actually. People often chastise me for not wanting to team and tell me I'm anti-social or whatever the word of the day is... But because of how people want to run their content, other people just ruin my fun. I'm wholly uninterested in the end reward and just want to run through a mission and kill stuff, and most teams I'm on just want the rewards at the end.Quote:If that's what your team is doing, then most of them would really rather be doing something else but feel that they're forced to go through whatever particular task they're doing at that moment. That's really all it comes down to, regardless of whether they actually like everything in between the start of the task and the end reward or not.
I guess in a big way, I just like to see that I'm making progress, and visually, not just by looking at numbers. For instance, when I run one of the older outdoor instances - the large city ones - I tend to go at them block by block, circling around each block via the streets, then going inside to clear enemies out of the interior, then moving onto the next one. At the start, it looks like it will never end, but half-way through when I look at my map, I can visually see that I'm making progress. Much of the map has already been explored and is "clear." When I go though one of those linear Oranbegan maps and I get two thirds of the way to the end, then I look at the map, I can tell I'm a long way into that cave.Quote:Well, that's your version of fun, and I'm sure you're not alone. I usually try to clear every indoor map when I'm soloing, but that's more for drops and strategy refinement. However, if folks really aren't interested in grinding through every map on a TF, they may tend to entertain themselves by trying to be as efficient as possible. That's how they have fun. I've found it fun, too.
I like the sense of physical progression through a location, is what I mean. "The goal" is less a direct objective and more an end point for me, where the actual goal is to actually get to that end point, and in the most entertaining way possible, as opposed to the quickest. Maybe that's not as popular in this game, I honestly don't know... I don't think it's popular. But I do wish we had more missions that rewarded us for actually going through them, rather than teleporting to the end. -
You've just discovered something I've had a big problem with for years - almost all the firearms we have access to in this game are entirely too small, including those that should actually be much bigger in real life. I think the only really sufficiently big alternate rifle model is the Vanguard Redding Rail Rifle, and I'm not sure Arachnos Soldiers have access to that.
Personally, I'd vote to see more big guns across the board. A few days ago, my Nerf Longshot arrived in the mail, and it's probably the best toy I've ever paid an unreasonably large amount of money for. It looks like this:

I paid 80 Euro to own that as a plastic toy. I would definitely pay real money to have that as a weapon option in City of Heroes. Or not that, obviously - product placement and all that - but something a lot like this anyway.
I'm a metre and 80 centimetres tall, myself (well, thereabout) and this thing is a metre long, so it's HUGE in my hands. My mother asked to hold it one time, but because she's a relatively small woman, it turned out her arms were a little too short to grab it properly by both pistol grips. It's that big. And it's that big how I want our new firearms to be.

The old way, with a firmly planted foot, gives a better impression of stability.